// basic vertex shader

uniform float tExponent;

attribute float a_inside;

varying float v_inside;
varying float r;
varying vec4 position;
varying vec3 normal;

void main()
{	
	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
	position    = gl_ModelViewMatrix * gl_Vertex;
	normal      = gl_NormalMatrix * normalize(gl_Normal);
    
    v_inside = a_inside;
    r = tExponent;

	// Set up texture coordingate for frag shader
	gl_TexCoord[0]  = gl_MultiTexCoord0;
}
